#version 330 core
out vec4 FragColor;

in vec2 TexCoords;

uniform sampler2D screenTexture;
uniform bool bRenderSpecular;
void main()
{
    vec4 col = texture(screenTexture, TexCoords);
    col = bRenderSpecular ? vec4(vec3(col.a), 1.f) : vec4(col.rgb, 1.0);
    FragColor = col;
} 